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Enu Realm and Osa Realm Class Active Spells?
The Enutrof spell Gold Rush turns all cells into Gold Mines for 1 turn, but at the end of Enus 2nd turn, removes all cells from combat. So save at least 1 WP for Drheller so you can dig up more Mines. Seems glitchy currently, and can't move mines. (Cost 1ap 1mp 1WP)

EDIT: Gold Rush seems to boost something with any Pouches on the field, but it's still in French. Seems like a %rate increase thus far, and some sort of ally-buff-aura of 15PP for the duration of the Gold Rush effect. Seems to be for allowing Allies to pick up pouches in your place if Enu can't reach it. Waiting for translation to be sure)

The Osamodas spell Spiritual Leash Summons all your Gobgob creatures for one turn, and then returns them, one by one, to the Gob Gob. (One each turn) by the 6th turn, you won't have any summons out, and just 1 WP left for a final Summon. If any Summon dies before they return to the Gobgob, they cannot be re-summoned at the end. You also cannot Summon while this spell is active or winding down. 1 cast per fight limit. Seems the Summons return to Gobgob automatically and in a random order. Possession is also disabled during this spell state, and CMC from Whip/Boohowl is disabled, however Summons seem to benefit from Animal Guard and equipped CMC gear still. (Cost 6ap, 1x/Fight)

This post has been edited by TommyTrouble - December 09, 2016, 16:27:51.

so basically 3/15 of the classes are going to be missing this new spell

leaving them left behind and forgotten as usual

Back on Dofus, they gave Iop and Osamodas their class spells first, and no other classes for a very long time, if I recall correctly. (Wrath and Spiritual Leash, respectively. Wrath and Leash were very different spells in Dofus, however.)

I assume the Divine Realms will be releasing special spells for the classes related to the Realm concerned, but hopefully Ankama has learned something, and we will be able to get (if not the Realm) at least the Spell. I hope I'm not wrong about that, it feels like I'm hallucinating, seeing these spells in action right now. Anyone got an image or info on Srams?

Quote (FuzzySyd @ 16 April 2014 08:20)

I guess the Osa spell is ok... not something I'd use often, since they can't benefit from my boohowls.

Not being able to Dragon during this, and only having 1WP left afterwards is a definite weakness, and not possessing or active CMC buffs definitely would leave the Osamodas vulnerable. Sort of a neat spell vs weaker mobs, but omg, some places it's going to be the worst spell an Osa could ever ever ever cast.

(Just imagine an osa casting this in Undieworld, and losing 250 Health for each Summon that spits out. Almost-guaranteed insta-death )

This post has been edited by TommyTrouble - December 09, 2016, 16:27:51.

I cannot help but laugh at the Osamodas spell. They definitely do remind me of the Dofus special spells, where the spells can be interesting but only under certain circumstances for the most part. This Osamodas spell is pretty much Masked Spirit, but costs more and has many more lasting drawbacks. Pretty much starting turn 3 with only 3 pets remaining the spells has the same power as having two summons buffed by Whip and Boohowl, but then of course makes the Osamodas weaker starting turn 4 and and even more starting turn 5, with finally only being able to summon one more pet or the Gobgob. For every type of Osamodas build, this spell basically has no true increase in strength since at the beginning it makes you stronger but at the end makes you weaker. Full cycle equates to no increase in power. So there is no lasting benefit. Even a single pet summoner, who is probably the most benefiting of the spell, has a major drawback in once the last pet is summoned and killed the Osamodas becomes ineffective. In terms of worth, this spell would probably be similar in strength to the weaker Dofus special skills. I was hoping once they added special spells that it would be a resurrection spell for the Osamodas.

This post has been edited by GodIsWithUs - December 09, 2016, 16:27:51.

I didn't do a whole lot of testing with it, but I noticed it sometimes only summons 4 monsters and not all 5. (I'm guessing it was trying to summon on top of another monster or player and couldn't? Or maybe it just tried to summon two monsters on the same square at the same time and was unable to?)

When that happens, the spell still uses 5 WP and counts down like there are 5 summons, creating an extra turn where you have no summons out but still can't summon anything.

If you have 3 summons in your Gobgob, Spiritual Leash will only take 3 WP and last for 3 turns, so I think it's just a bug that happens when the spell tries to summon something and there's no room.